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PR:Falklands General Discussion General discussion of the Project Reality Falklands modification.

 
 
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Old 2012-10-09, 06:02   #16
Rhino
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Default Re: Falklands feedback general

Quote:
Originally Posted by Bringerof_D View Post
i love it, it's a fantastic map. The VD is beautifully long. It could use a little more color but thats about it the color scheme is a bit bland and lifeless when playing infantry. You can also definitely use some new rock geometries. the giant boulders seem out of place, perhaps in time those can be replaced by jagged rock faces.
Cheers, colours are pretty much based on what's there more or less and also being set in winter, and ye could use a bunch of new jagged rocks and also could be better placed, 99% of the rocks where placed with 3DsMax scatter function

Quote:
Originally Posted by Bringerof_D View Post
not sure if this is a thing, but using the taxi engines on the harrier causes the plane to nose forward off of it's rear wheels. almost flipped a couple of times. perhaps giving it a threshold where it's forward thrust is 0 and hover function is also still at 0 is the answer.
Ye, if you have any negative throttle taxing is much harder. Put your throttle up to around 10%, as long as it doesn't go above 19% then your engines wont start up and you can taxi much better then

We did try to add some stabilizers to the Harriers but still need to do some more work there but not sure how much more they can really do.

Quote:
Originally Posted by Bringerof_D View Post
as for the lack of bleeding on jets, are you sure you just haven't reached the bleeding point? just like other vehicles you don't start to bleed till you have fire. i have bleed out in the sky quite a few times.
There was a couple of jets that where not "bleeding" when in critical damage, but these have been fixed in the v0.182 server side patch, hopefully there isn't any others

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